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minsoul 发表于 2008-8-5 13:35

star trek online 游戏与i小说的差异(译)

英文内容转自:[url=http://bbs.flyine.net/viewthread.php?tid=41897&]http://bbs.flyine.net/viewthread.php?tid=41897&[/url];extra=page%3D&page=1

[size=3][color=#000000][font=宋体]perpetual公司 sto 开发计划的负责人 Daron Stinnett在fans站的采访

[/font][/color][/size][size=3][color=#000000][b][font=宋体]WarCry Network[/font][/b][font=宋体]: [i][font=宋体]You'vementioned in a slew of interviews that you're working on a game, not asimulation of Star Trek. Can you talk about some specific instanceswhere you've run into "realism" vs. fun, what you did and why you wentthat way?

提问:你在接受采访时多次提到,你们是在做一个游戏,而不是照搬star trek。你能谈一些具体的例子,来说明你们如何在现实性与娱乐性之间取得平衡么?如,你们做了什么?为什么会要那样做?


[/font][/i][/font][/color][/size][size=3][color=#000000][b][font=宋体]Daron Stinnett[/font][/b][font=宋体]:One of the earliest examples I can think of is when we were thinkingabout how the player would beam aboard their ship. Naturally, our firstthought was that the player would run down to the transporter room torequest a beam-out - just as in the shows. But the more we thoughtabout it, we realized that there is no reason a player can't beamdirectly from wherever they happened to be standing. Forcing players torun to a particular location just because that was the way it wasusually done in the shows, was silly and would get really tiresome. Sowe decided to streamline, knowing that players who still wanted to roleplay could always make the choice to beam out only from the transporterroom without forcing everyone to play that way. That decision markedthe day where we decided that we would consider the entertainment valueof every design element on its own merits rather than blindly mimickingshow mechanics.
回答:
我能记起的最早的一个例子是关于玩家如何传送到他们的舰船。自然,最初的想法,玩家需要跑到传送间并提交传送申请,就象大家原有的印象一样。但考虑更多一些后,我们意识到没有理由让玩家不能在任何地点,只要他想而不管他站在哪儿,进行传送。强制所有玩家必须跑到某特殊地点才能进行传送,仅仅为了与小说中描述的保持一致,那是很傻的,也确实令人厌烦。所以,在考虑到为喜欢角色扮演的玩家保留传送间才能传送的设定外,我们决定简化传送操作,避免强制所有玩家必须那么做。从那天开始,我们考虑事情时,会在考虑每个元素的继承性的基础上,考虑设计的娱乐性,而不是死搬硬套。
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[[i] 本帖最后由 minsoul 于 2008-8-6 12:07 编辑 [/i]]

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